Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef NODEDEF_HEADER
#define NODEDEF_HEADER
-#include "common_irrlicht.h"
+#include "irrlichttypes.h"
#include <string>
#include <iostream>
-#include <set>
+#include <map>
#include "mapnode.h"
#ifndef SERVER
#include "tile.h"
#endif
-#include "materials.h" // MaterialProperties
+#include "itemgroup.h"
+#include "sound.h" // SimpleSoundSpec
+class IItemDefManager;
class ITextureSource;
class IGameDef;
{
CPT_NONE,
CPT_LIGHT,
- CPT_MINERAL,
+};
+
+enum ContentParamType2
+{
+ CPT2_NONE,
+ // Need 8-bit param2
+ CPT2_FULL,
+ // Flowing liquid properties
+ CPT2_FLOWINGLIQUID,
// Direction for chests and furnaces and such
- CPT_FACEDIR_SIMPLE
+ CPT2_FACEDIR,
+ // Direction for signs, torches and such
+ CPT2_WALLMOUNTED,
};
enum LiquidType
{
NODEBOX_REGULAR, // Regular block; allows buildable_to
NODEBOX_FIXED, // Static separately defined box
- NODEBOX_WALLMOUNTED, // Box for wall_mounted nodes; (top, bottom, side)
+ NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
};
struct NodeBox
// 0 1 2 3 4 5
// up down right left back front
TileSpec tiles[6];
- video::ITexture *inventory_texture;
- // Special material/texture
+ // Special tiles
// - Currently used for flowing liquids
- video::SMaterial *special_materials[CF_SPECIAL_COUNT];
- AtlasPointer *special_aps[CF_SPECIAL_COUNT];
+ TileSpec special_tiles[CF_SPECIAL_COUNT];
u8 solidness; // Used when choosing which face is drawn
u8 visual_solidness; // When solidness=0, this tells how it looks like
bool backface_culling;
#endif
-
- // List of textures that are used and are wanted to be included in
- // the texture atlas
- std::set<std::string> used_texturenames;
-
+
/*
Actual data
*/
std::string name; // "" = undefined node
+ ItemGroupList groups; // Same as in itemdef
// Visual definition
enum NodeDrawType drawtype;
float visual_scale; // Misc. scale parameter
std::string tname_tiles[6];
- std::string tname_inventory;
MaterialSpec mspec_special[CF_SPECIAL_COUNT]; // Use setter methods
u8 alpha;
video::SColor post_effect_color;
// Type of MapNode::param1
ContentParamType param_type;
+ // Type of MapNode::param2
+ ContentParamType2 param_type_2;
// True for all ground-like things like stone and mud, false for eg. trees
bool is_ground_content;
bool light_propagates;
bool climbable;
// Player can build on these
bool buildable_to;
- // If true, param2 is set to direction when placed. Used for torches.
- // NOTE: the direction format is quite inefficient and should be changed
- bool wall_mounted;
- // If true, node is equivalent to air. Torches are, air is. Water is not.
- // Is used for example to check whether a mud block can have grass on.
- bool air_equivalent;
- // Whether this content type often contains mineral.
- // Used for texture atlas creation.
- // Currently only enabled for CONTENT_STONE.
- bool often_contains_mineral;
- // Inventory item string as which the node appears in inventory when dug.
- // Mineral overrides this.
- std::string dug_item;
- // Extra dug item and its rarity
- std::string extra_dug_item;
- // Usual get interval for extra dug item
- s32 extra_dug_item_rarity;
- // Metadata name of node (eg. "furnace")
- std::string metadata_name;
// Whether the node is non-liquid, source liquid or flowing liquid
enum LiquidType liquid_type;
// If the content is liquid, this is the flowing version of the liquid.
- content_t liquid_alternative_flowing;
+ std::string liquid_alternative_flowing;
// If the content is liquid, this is the source version of the liquid.
- content_t liquid_alternative_source;
+ std::string liquid_alternative_source;
// Viscosity for fluid flow, ranging from 1 to 7, with
// 1 giving almost instantaneous propagation and 7 being
// the slowest possible
u8 light_source;
u32 damage_per_second;
NodeBox selection_box;
- MaterialProperties material;
- std::string cookresult_item;
- float furnace_cooktime;
- float furnace_burntime;
+ // Compatibility with old maps
+ // Set to true if paramtype used to be 'facedir_simple'
+ bool legacy_facedir_simple;
+ // Set to true if wall_mounted used to be set to true
+ bool legacy_wallmounted;
+
+ // Sound properties
+ SimpleSoundSpec sound_footstep;
+ SimpleSoundSpec sound_dig;
+ SimpleSoundSpec sound_dug;
/*
Methods
~ContentFeatures();
void reset();
void serialize(std::ostream &os);
- void deSerialize(std::istream &is, IGameDef *gamedef);
+ void deSerialize(std::istream &is);
- /*
- Texture setters.
-
- */
-
- // Texture setters. They also add stuff to used_texturenames.
- void setTexture(u16 i, std::string name);
- void setAllTextures(std::string name);
- void setSpecialMaterial(u16 i, const MaterialSpec &mspec);
-
- void setInventoryTexture(std::string imgname);
- void setInventoryTextureCube(std::string top,
- std::string left, std::string right);
-
/*
Some handy methods
*/
virtual const ContentFeatures& get(const MapNode &n) const=0;
virtual bool getId(const std::string &name, content_t &result) const=0;
virtual content_t getId(const std::string &name) const=0;
+ // Allows "group:name" in addition to regular node names
+ virtual void getIds(const std::string &name, std::set<content_t> &result)
+ const=0;
virtual const ContentFeatures& get(const std::string &name) const=0;
virtual void serialize(std::ostream &os)=0;
virtual const ContentFeatures& get(const MapNode &n) const=0;
virtual bool getId(const std::string &name, content_t &result) const=0;
virtual content_t getId(const std::string &name) const=0;
+ // Allows "group:name" in addition to regular node names
+ virtual void getIds(const std::string &name, std::set<content_t> &result)
+ const=0;
// If not found, returns the features of CONTENT_IGNORE
virtual const ContentFeatures& get(const std::string &name) const=0;
-
+
// Register node definition
virtual void set(content_t c, const ContentFeatures &def)=0;
// Register node definition by name (allocate an id)
// If returns CONTENT_IGNORE, could not allocate id
virtual content_t allocateDummy(const std::string &name)=0;
+ /*
+ Update item alias mapping.
+ Call after updating item definitions.
+ */
+ virtual void updateAliases(IItemDefManager *idef)=0;
+
/*
Update tile textures to latest return values of TextueSource.
Call after updating the texture atlas of a TextureSource.
virtual void updateTextures(ITextureSource *tsrc)=0;
virtual void serialize(std::ostream &os)=0;
- virtual void deSerialize(std::istream &is, IGameDef *gamedef)=0;
+ virtual void deSerialize(std::istream &is)=0;
};
IWritableNodeDefManager* createNodeDefManager();